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Theme Catchup2018 - posted on 1st May 2018 at 1:50 PM
Replies: 108 (Who?), Viewed: 7591 times.
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Mad Poster
#101 Old 26th Sep 2017 at 12:11 PM
Ok-in most mods, there is a flow chart of actions that has to be used in SimPE to make it work properly-using the "True/False" equations. For example, the mod I'm referring to is the "Find Co-workers" phone book: http://www.modthesims.info/download.php?t=598063

Breaking it apart in SimPE, you will find that there is a flow chart for the actions that it uses to make it work. I can't figure out what/how to change it. Hell, I can't even understand it!
Because I was thinking that perhaps if I could make it into a "Find a fellow hobbyists" phone book, using the preset game hobby settings for pixels, it would be a good idea.

Warning-I'm not very experienced at working SimPE-I can do simple text changes, but not a lot more than that. Do you clone the object, replace the object, or what?

That's why I have always appreciated the work modders do to change things like this...really.

Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
Mad Poster
#102 Old 26th Sep 2017 at 1:19 PM
So basically you mean how to read a BHAV. That phone book is relatively advanced coding, not something I'd recommend for a beginner. I would suggest you put that on your "to do when I know how"-list, and do other things for the purpose of learning. Understanding a BHAV is a gradual thing, you don't go from not understanding anything to understanding all of it. At least I've never spoken to anyone that did that. There are still lots of stuff that I don't understand, or struggle to understand. You learn bits and pieces here and there, and gradually understand more complex things.

Some people are tutorial learners, some are poke and prod learners. I'm a poke and prod. I find it hard to learn from tutorials, because I don't have the patience and just copying instructions doesn't teach me much. I dig around, try changing something and seeing what happens, and when it doesn't work, figure out why. I find I learn more from mistakes than I do from things going right. So first figure out what kind of learner you are. Do you prefer tutorials, or do you like to poke and prod? If you like tutorials, head over to the tutorials section and start working on the modding tutorials. If you are more the poke and prod type, I would recommend starting by looking at other peoples mods. Simple ones, mind you. Things like autonomy changes, or little edits making things faster or slower. When reading, don't just look at the list in the BHAV. Click the individual lines in the BHAV, and look on the right side below the Operands-boxes. A lot of things have labels that give clues to what they are, and you'll only see those if you look at the line itself and read below operands-box. Since you are looking at mods you know what they do, you already have the answer on what that code does, which makes it easier to decipher. You reverse engineer the code, trying to piece together what part is responsible for what. Then if you think you understand something, try changing it and see if you get the result you expect, or not (I recommend testing in a separate copy of user files, or an AGS game you don't care about).

I'd also recommend you find yourself someone you can ask questions. Whether it be a specific person, or a forum, at some point you'll need help to get un-stuck and give you a push along your road. It is possible do learn without help, but it takes us a whole lot longer and causes more frustration than it needs to. Modding discussion here on MTS is increasingly active. Leefish also has a forum where questions can be asked. And I hang out on discord in MTS' create chatroom, from time to time, as does lots of other MTS creators that might be able to answer questions. I'm happy to answer questions if I have time, and if it's something I can answer. PMs are okay too, but I prefer discord because my inbox fills up so quickly.

If you have questions on how to use SimPE or WW, you're welcome to PM me.
Forum Resident
#103 Old 2nd Apr 2018 at 8:52 AM
Oh.
I just found this thread and I thought this would be the kind of place where I could find mods which suit me (in fact I have subscribed in case there are more replies) and I was surprised to find one of my mods in the list.
Might be silly but made me feel kinda proud :D
Forum Resident
#104 Old 2nd Apr 2018 at 10:09 AM Last edited by Sketching : 3rd Apr 2018 at 6:30 PM. Reason: added more to the list
Quote:
Originally Posted by Amura
Oh. I just found this thread and I thought this would be the kind of place where I could find mods which suit me (in fact I have subscribed in case there are more replies) and I was surprised to find one of my mods in the list. Might be silly but made me feel kinda proud :D

I linked it in my signature because I noticed a few members asking about these types of mods. I like that you had options for multiple rates and made a set for apartments, by the way.

For university:
For needs:
  • Faiuwle's nomotiverefreshonarrive - Sims will no longer have all their motives refreshed just because they drove to a community lot.
  • Electrocution Fix - fixes motive check errors in determining death by electrocution, and correctly accounts for servo and plantsim motives
  • Period hack - I don't use this, but someone might be interested.
  • Bed Wetting - affects any child if their aspiration level is low OR if they were not potty trained, and affects teenagers of both sexes if their aspiration level is low, and if they already used to wet their bed as a child. There's another version here.
  • Cyjon's Ghost Hack - contains a critical bug fix and a few modules to choose from to change ghost behavior

For aspirations:
  • Aspiration by Use - Aspiration objects are free to buy and instead drain aspiration when a sim actually uses them.
  • Dizzy's perma-gold (see Dizzy link above) - makes the lifetime want bestow permanent gold rather than platinum aspiration
  • Fragile Permaplat - Fears can cause sims to lose permaplat status.
  • Display Aspiration Score Change - It stops the game from resetting NPC & townie Sims aspiration scores, so they retain them when they're out and about. You might have some sims who'll be in constant aspiration failure in the background if they witnessed a fire unless they gain some aspiration points, for example, so they'll be likely to act out.

Relationships-wise, there are also these:
A bit of a warning - if you have grouchy sims or those with negative reputations, these mods can easily keep them constantly at war with everyone else. Nice sims who find themselves at the receiving end will fight back instead of letting the slight pass.

Financial:
  • Monique's computer does quite a number with loans but also increases interest gained by savings; to prevent interest gain, there's the Wallet Token Controller for savings, and there's Cyjon's Loan Jar for an alternative loan source.
  • Pescado's apthack can make apartment living rather expensive as well, and when you pair it with more expensive bills...
  • Commercial Buffet - Buffets work differently on commercial or owned business lots.
  • No Autonomous Tipping at Restaurants
  • No Autonomous Fishing - just in case you want to limit the food sources
  • Lower Promotion Chances
  • Random Chance Cards - All chance card choices have a flat 50% chance of being right.
  • Not exactly financial, but No Instant Firefighter or Cop may do a number on your funds.
  • Lamare's Lot Traits are still in testing, but it mostly works well so far. It includes power outages (and all that entails - including voltage surges breaking your electronics and elevator breakdowns), apartment rent rate tuning, and digging accidents. It's solid on its own, but the effects are better (?) felt when you pair it with Cyjon's LightningStormFix, Simmodder's harder repair, more dangerous fires, and starvation protection reduction. One thing though - if you use Community Lot Time, Community Time or Taxi Charges Money, you might not be able to leave the lot via taxi when the landline are unusable. I don't use cellphones in my game, so correct me if I'm wrong, but I think you can use them to call for a taxi instead.
Scholar
#105 Old 2nd Apr 2018 at 3:07 PM
Quote:
Originally Posted by joandsarah77
If you use Monique's computer loans your sims will soon be as poor as church mice because the interest rate on that is terrible. I had to actual ditch it and I like keeping sims poor.
I found that too - if a sim has a low income, Inge's Mortgage Shrubs are painful enough to deal with. However, at least those are tied to the lot, not the sim. I had a sim die accidentally with a loan outstanding and any family moving into her old place get the bills. I'm guessing that if I move her gravestone to her now-grown-up son's house, he'll inherit the debt!

No need to use my full name, "Selly" will do just fine.

My MTS Yearbook 2014 page
Mad Poster
#106 Old 2nd Apr 2018 at 5:37 PM
Quote:
Originally Posted by Sketching
For university:
  • nouniprotect might make your dorms livelier... or not later on.
Basically that one just kills dormies. They go to a lecture when they are hungry and need to eat. When they return to the dorm, they have reached starvation point and they drop dead. After a while you get a little collection of gravestones beside the portal. Evidently Mr. Pescado finds this hilarious. I don't.

Once upon a time I went to university, I neither saw nor ever heard of students dying after lectures because they had forgotten to eat. I'm sure I would have noticed the graves outside every hall of residence.

Townies and other non-controllable Sims generally leave the lot if they're hungry unless they can get food. Dormies can't do that because they live there. This mod takes away a basic protection that they need just to live.

Definitely one of my un-favourite mods.

All Sims are beautiful -- even the ugly ones.
My Simblr ~~ My LJ
Sims' lives matter!
Forum Resident
#107 Old 2nd Apr 2018 at 6:19 PM Last edited by Sketching : 3rd Apr 2018 at 8:02 AM. Reason: added descriptions
Some members have been asking me about simmodder's mods, but the links on his journal are dead. His policy on his journal says that he doesn't mind his mods being re-uploaded to other non-paysites, so I thought to attach them to this post in the mean time. I've sent him a PM with a link to this post and I'll take these down if and whenever he ever wants me to. All of his zip files with notes are included in the folder below.

EDIT - In the folder are the following mods:
  • Pregnancy changes
  • Motive protection tweaks - reduces starvation protection
  • Harder repair
  • Less chance for genie lamps
  • College pack - college admissions, less autumn grade boost, reduced grants
Download - please read all instructions before downloading any files!
File Type: 7z Simmodder's Mods.7z (5.4 KB, 33 downloads) - View custom content
Description: Folder of Simmodder's mods
Top Secret Researcher
#108 Old 2nd Apr 2018 at 7:09 PM
Quote:
Originally Posted by AndrewGloria
Basically that one just kills dormies. They go to a lecture when they are hungry and need to eat. When they return to the dorm, they have reached starvation point and they drop dead. After a while you get a little collection of gravestones beside the portal. Evidently Mr. Pescado finds this hilarious. I don't.

Once upon a time I went to university, I neither saw nor ever heard of students dying after lectures because they had forgotten to eat. I'm sure I would have noticed the graves outside every hall of residence.

Townies and other non-controllable Sims generally leave the lot if they're hungry unless they can get food. Dormies can't do that because they live there. This mod takes away a basic protection that they need just to live.

Definitely one of my un-favourite mods.

As I've said before, nouniprotect does not kill domies. It's the game programming that does that. All nouniprotect does is unfreeze the dormies' motives so they have to eat, pee, shower and sleep like the playable sims. If the game engine wasn't forcing them to go to class multiple times per day without allowing them time to eat or sleep, there wouldn't be a problem. I wish there was a mod that would make it so they only leave for class ONCE per day and any others visits off-lot would be to visit campus without draining their motives quite so much or even filling fun or hunger (from visiting the campus lounge or etc.). I don't know if this is even possible, but it would be a nice complement to nouniprotect.

Dormies "can't" leave the lot when their hunger, energy etc. get low because they don't need to! They LIVE there! If the dorm is properly designed, dormies should have no trouble getting food from the cook (except during the cook's off work period from midnight to 4am), peeing and showering in the bathrooms, or recharging their energy by retreating into their own dorm rooms. None of my dormies have died or even wet themselves in years (mods that improve need-filling AI can help a lot). They do seem to have some trouble understanding that they need to go to their own rooms when their energy gets low, so I frequently see at least two or three of them passed out on the floor somewhere nearly every day.

Dormies can die with nouniprotect installed, but it's not automatic or guaranteed and it's certainly not the main purpose of the mod. I understand that it's not everybody's cup of tea, but it's hardly a sadistic mass murder mod either.
Scholar
#109 Old 7th Apr 2018 at 3:21 PM
Quote:
Originally Posted by RoxEllen1965
As I've said before, nouniprotect does not kill domies. It's the game programming that does that. All nouniprotect does is unfreeze the dormies' motives so they have to eat, pee, shower and sleep like the playable sims. If the game engine wasn't forcing them to go to class multiple times per day without allowing them time to eat or sleep, there wouldn't be a problem. I wish there was a mod that would make it so they only leave for class ONCE per day and any others visits off-lot would be to visit campus without draining their motives quite so much or even filling fun or hunger (from visiting the campus lounge or etc.).


Even a mod that recharged dormies' needs a bit in class would be pretty nice (either by plain adjusting what happens to them, or - perhaps in the style of some recent mods for after-school/work activities, by adding a "[Sim] was hungry, so will stop by a food place on the way back" event that delays any hungry Sim's arrival at the dorm by an hour and adds food motive (maybe even a little comfort, fun and social, if the Sim is low enough on those)?

Ah well, this is what happens when mods are put in - there are often unintended consequences. Sometimes these are fun... ...sometimes they need to be planned for. (Luxaire Dorm, where six Sims died before I figured out how to keep dormies alive, is a case in point).
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